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Messages - snowstorm

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1
Requests For Features / Re: The Horrible Ideas Thread
« on: July 28, 2012, 05:14 »
Small charm.
Keep in inventory to gain bonus. ^^

2
Angel of the Hydra: From every corpse you leave behind, two enemies revive! (Take that people who find N! and the Mortuary not challenging enough).

Angel of the Vanquished: go through regular levels normally, BUT no bosses. Instead you have to face an arena filled with every enemy you killed for that episode. "The bigger the bloodbath-the BIGGER the bloodbath!".


3
Requests For Features / Re: New unique items
« on: February 26, 2012, 05:00 »
Mini guard globe - a small floating mechanical ball that circles around you and shoots very small bursts of plasma at nearby enemies. Perhaps it would be easier if it occupies the same tile as the player.

4
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 26, 2012, 04:51 »
Cybernetic Angel:
Start off with that delicious, but permanently equipped armor, a trusty side-arm and an intrinsic +1(and at a later level +2) to melee damage.
Too easy? Then since you are half-man half-machine, it seems only fitting that powerups and medpacks give you half the health boost.

Angel of Liero: (this is more fitting for the bad ideas thread)
Level is about 80% walls, but those walls break with any weapons you have (digging). Monsters tend to know where you are and "dig" to where you are.

Angel of Nightmares:
Nightmare enemies. Nightmare enemies everywhere.

5
Requests For Features / Re: Fixing the Spider Mastermind
« on: January 22, 2012, 17:49 »
Well, it's a giant brain with a super-chaingun and 4 big metal appendages.
As far as my imagination would allow it, it could either push you around, throw you back a couple of squares, squish you for teh lulz...
Or it could figure this one out on it's own - she is the "mastermind" after all...

6
Bug Reports / Re: DoomRL typos
« on: January 22, 2012, 12:09 »
I don't think there is even one person here who hasn't played Doom and doesn't know from there which enemies shoot what. Doomrl would be nothing more than the ASCII if you really haven't. It's the flesh of the fantasy you indulge in.
With that in mind, coloring the projectiles, although adequate, wouldn't change much. Plus you see them for only parts of a second.

Anyway, I was just ranting about foolishly assuming that the final bosses weapon would be easily resistible.

7
Bug Reports / Re: DoomRL typos
« on: January 22, 2012, 10:10 »
Well here's something that threw me off.

Quote
You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun.

I at that time had an armor with 90% bullet res. It's only the 2nd time I get to her and I just don't know better. Mastermind does plasma damage(as the wiki says). "She doesn't have a plasma gun", but she has a super-chaingun that deals plasma damage. What the-?!? A plasma shooting super-chaingun?
It's the first time I decided to trust a description and it threw me off.  ...  I still nuked her, posthumously though :D

I vote for a slight retouch of the description.

8
Bug Reports / Re: [0.9.9.5 Win7] crosshair memory inconsistent
« on: January 17, 2012, 11:34 »
Yeah, but it seems kinda fair since it's not a valid aim.

9
Bug Reports / Re: [0.9.9.5] Angel of Pacifism
« on: January 16, 2012, 14:59 »
Since a rather significant part of these challenges is a matter of descending stairs, it would be a rather trivial task to play these games with a Scout were this benefit enabled.

Is buffing the Scout in these cases open for consideration?

10
Requests For Features / Re: The Horrible Ideas Thread
« on: January 15, 2012, 04:56 »
F
Former ninja
30 HP
1 armor
"A zombified UED specialist in the field of assassinations."
The only enemy to actually make an effort to dodge by sidestepping. On the other hand, he is a melee fighter.
Armed with a combat knife. Drops: combat knife. (what did you expect? a katana and a smoke bomb?)
. . .

. . .
Armed with a katana. Drops katana(3d5) and smoke bomb :D

11
Requests For Features / Re: Fire damage affects fluids
« on: January 15, 2012, 04:36 »
In other rougelikes, smoke is useful for hiding yourself from the sight of your enemies. So there is a small tactical advantage available here.

12
Bug Reports / Re: [0.9.9.5] AI exploit - trees
« on: January 15, 2012, 04:29 »
And if they decide to take the time to tweak the AI for trees, then they could place trees in more than just the Phobos entrance.

13
Discussion / Re: Quick questions thread!
« on: January 14, 2012, 05:12 »
Anybody asked this yet?
With dualgunner and primary gun with less ammo.
You can't shoot while the first gun has 0 ammo.
Why not allow shooting while primary at 0ammo as long as secondary still has?  (Swapping seems an unnecessary waste in this situation)

Secondly, combat pistol doesn't have dualreload as alt.reload. That on purpose? Doesn't look it would disrupt the balance that much.

14
Requests For Features / Re: New unique items
« on: January 14, 2012, 03:39 »
Has anybody suggested items that deflect/return projectiles?
It would be really fun to have a chance to throw a revenants missile back at him.
Deflection as, instead of hitting you, it jumps off you into another direction.
Return as in returning into the direction the projectile was shot from.

Makes sense since doomrl is generally a ranged combat game.

Also, doomrl, y u no grenades?

15
0.9.9.5 / Re: [M|AoMr|81%|YAVP] To Hell with guns! :P
« on: January 06, 2012, 17:01 »
I shudder to consider what the SBP might be capable of in the hands of a Sharpshooter.

Amazingly much , not that much :) ---> http://forum.chaosforge.org/index.php/topic,5040.0.html
But, i'm not that much experienced a player anyway.

Good job on figuring out the DS. Please don't spoil the secret ^^ I wanna figure it out on my own.

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